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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.184 by root, Wed Aug 22 20:46:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
297 return 0; 299 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 301 return 0;
300 } 302 }
301 303
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
304 { 305 {
305 ob1->optimise (); 306 ob1->optimise ();
306 ob2->optimise (); 307 ob2->optimise ();
307 308
308 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
309 return 0; 311 return 0;
310 } 312 }
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
376 */ 378 */
377
378object * 379object *
379get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
380{ 381{
381 object *tmp, *closest; 382 object *tmp, *closest;
382 int last_dist, i; 383 int last_dist, i;
390} 391}
391 392
392/* 393/*
393 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
457static void 515static void
458free_key_values (object *op) 516free_key_values (object *op)
459{ 517{
460 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
461 { 519 {
462 key_value *next = i->next; 520 key_value *next = i->next;
463 delete i; 521 delete i;
464 522
465 i = next; 523 i = next;
466 } 524 }
467 525
468 op->key_values = 0; 526 op->key_values = 0;
469} 527}
470 528
471/* 529object &
472 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 531{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
484 534
485 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
486 536
487 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 539
496 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
497 if (key_values) 541 if (src.key_values)
498 { 542 {
499 key_value *tail = 0; 543 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 544 key_values = 0;
503 545
504 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
505 { 547 {
506 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
507 549
508 new_link->next = 0; 550 new_link->next = 0;
509 new_link->key = i->key; 551 new_link->key = i->key;
510 new_link->value = i->value; 552 new_link->value = i->value;
511 553
512 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
513 if (!dst->key_values) 555 if (!key_values)
514 { 556 {
515 dst->key_values = new_link; 557 key_values = new_link;
516 tail = new_link; 558 tail = new_link;
517 } 559 }
518 else 560 else
519 { 561 {
520 tail->next = new_link; 562 tail->next = new_link;
521 tail = new_link; 563 tail = new_link;
522 } 564 }
523 } 565 }
524 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
527} 605}
528 606
529object * 607object *
530object::clone () 608object::clone ()
531{ 609{
563 speed = 0; 641 speed = 0;
564 } 642 }
565 643
566 this->speed = speed; 644 this->speed = speed;
567 645
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 646 if (has_active_speed ())
569 { 647 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 648 else
584 { 649 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 650}
608 651
609/* 652/*
610 * update_object() updates the the map. 653 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
625 */ 668 */
626void 669void
627update_object (object *op, int action) 670update_object (object *op, int action)
628{ 671{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 672 if (op == NULL)
632 { 673 {
633 /* this should never happen */ 674 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 676 return;
659 return; 700 return;
660 } 701 }
661 702
662 mapspace &m = op->ms (); 703 mapspace &m = op->ms ();
663 704
664 if (m.flags_ & P_NEED_UPDATE) 705 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 706 /* nop */;
666 else if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
667 { 708 {
668 // this is likely overkill, TODO: revisit (schmorp) 709 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 720 * to have move_allow right now.
680 */ 721 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 724 m.flags_ = 0;
684 } 725 }
685 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 728 * that is being removed.
688 */ 729 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 731 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
693 else 734 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 736
696 if (op->more) 737 if (op->more)
697 update_object (op->more, action); 738 update_object (op->more, action);
698} 739}
699 740
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 741object::object ()
704{ 742{
705 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
706 744
707 expmul = 1.0; 745 expmul = 1.0;
708 face = blank_face; 746 face = blank_face;
709} 747}
710 748
711object::~object () 749object::~object ()
712{ 750{
751 unlink ();
752
713 free_key_values (this); 753 free_key_values (this);
714} 754}
715 755
756static int object_count;
757
716void object::link () 758void object::link ()
717{ 759{
718 count = ++ob_count; 760 assert (!index);//D
719 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
720 763
721 prev = 0; 764 refcnt_inc ();
722 next = object::first; 765 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 766}
729 767
730void object::unlink () 768void object::unlink ()
731{ 769{
732 if (this == object::first) 770 if (!index)
733 object::first = next; 771 return;
734 772
735 /* Remove this object from the list of used objects */ 773 objects.erase (this);
736 if (prev) prev->next = next; 774 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 775}
742 776
743void 777void
778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
744object::activate (bool recursive) 789object::activate_recursive ()
745{ 790{
746 // uh, hack 791 activate ();
747 set_speed (speed);
748 792
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 793 for (object *op = inv; op; op = op->below)
751 op->activate (1); 794 op->activate_recursive ();
752} 795}
753 796
754/* This function removes object 'op' from the list of active 797/* This function removes object 'op' from the list of active
755 * objects. 798 * objects.
756 * This should only be used for style maps or other such 799 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 801 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 802 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 803 * will do the right thing based on the speed of the object.
761 */ 804 */
762void 805void
763object::deactivate (bool recursive) 806object::deactivate ()
764{ 807{
765 /* If not on the active list, nothing needs to be done */ 808 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 809 if (!active)
767 return; 810 return;
768 811
769 if (active_prev == 0) 812 actives.erase (this);
770 { 813}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 814
782 active_next = 0; 815void
783 active_prev = 0; 816object::deactivate_recursive ()
784 817{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
787 op->deactivate (1); 821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
788} 832}
789 833
790/* 834/*
791 * Remove and free all objects in the inventory of the given object. 835 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 836 * object.c ?
807 * drop on that space. 851 * drop on that space.
808 */ 852 */
809 if (!drop_to_ground 853 if (!drop_to_ground
810 || !map 854 || !map
811 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
813 { 858 {
814 while (inv) 859 while (inv)
815 { 860 {
816 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
825 870
826 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 873 || op->type == RUNE
829 || op->type == TRAP 874 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 877 op->destroy ();
832 else 878 else
833 map->insert (op, x, y); 879 map->insert (op, x, y);
834 } 880 }
835 } 881 }
843} 889}
844 890
845void 891void
846object::do_destroy () 892object::do_destroy ()
847{ 893{
894 attachable::do_destroy ();
895
848 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 897 remove_button_link (this);
850 898
851 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 900 remove_friendly_object (this);
853 901
854 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
855 remove (); 903 remove ();
856 904
857 if (flag [FLAG_FREED]) 905 destroy_inv (true);
858 return;
859 906
860 set_speed (0); 907 deactivate ();
908 unlink ();
861 909
862 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 911
869 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
870 { 913 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 915
877 freed_map->name = "/internal/freed_objects_map"; 920 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 921 freed_map->width = 3;
879 freed_map->height = 3; 922 freed_map->height = 3;
880 923
881 freed_map->alloc (); 924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
882 } 926 }
883 927
884 map = freed_map; 928 map = freed_map;
885 x = 1; 929 x = 1;
886 y = 1; 930 y = 1;
887 } 931 }
888 932
889 head = 0;
890
891 if (more) 933 if (more)
892 { 934 {
893 more->destroy (); 935 more->destroy ();
894 more = 0; 936 more = 0;
895 } 937 }
896 938
939 head = 0;
940
897 // clear those pointers that likely might have circular references to us 941 // clear those pointers that likely might cause circular references
898 owner = 0; 942 owner = 0;
899 enemy = 0; 943 enemy = 0;
900 attacked_by = 0; 944 attacked_by = 0;
901 945 current_weapon = 0;
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 946}
905 947
906void 948void
907object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
908{ 950{
909 if (destroyed ()) 951 if (destroyed ())
910 return; 952 return;
911 953
912 if (destroy_inventory) 954 if (destroy_inventory)
913 destroy_inv (false); 955 destroy_inv (false);
956
957 if (is_head ())
958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 962
915 attachable::destroy (); 963 attachable::destroy ();
916} 964}
917 965
918/* 966/*
936 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
940 * the previous environment. 988 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 989 */
943void 990void
944object::remove () 991object::do_remove ()
945{ 992{
946 object *tmp, *last = 0; 993 object *tmp, *last = 0;
947 object *otmp; 994 object *otmp;
948 995
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 1039 }
993 else if (map) 1040 else if (map)
994 { 1041 {
995 if (type == PLAYER) 1042 if (type == PLAYER)
996 { 1043 {
1044 // leaving a spot always closes any open container on the ground
1045 if (container && !container->env)
1046 // this causes spurious floorbox updates, but it ensures
1047 // that the CLOSE event is being sent.
1048 close_container ();
1049
997 --map->players; 1050 --map->players;
998 map->last_access = runtime; 1051 map->touch ();
999 } 1052 }
1000 1053
1054 map->dirty = true;
1055 mapspace &ms = this->ms ();
1001 1056
1002 /* link the object above us */ 1057 /* link the object above us */
1003 if (above) 1058 if (above)
1004 above->below = below; 1059 above->below = below;
1005 else 1060 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1007 1062
1008 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1009 if (below) 1064 if (below)
1010 below->above = above; 1065 below->above = above;
1011 else 1066 else
1013 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1070 * evident
1016 */ 1071 */
1017 if (GET_MAP_OB (map, x, y) != this) 1072 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1073 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1074
1028 map->at (x, y).bot = above; /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1029 } 1076 }
1030 1077
1031 above = 0; 1078 above = 0;
1032 below = 0; 1079 below = 0;
1033 1080
1034 if (map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1035 return; 1082 return;
1036 1083
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1085
1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1099 {
1041 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1042 * being removed. 1101 * being removed.
1043 */ 1102 */
1044
1045 if (tmp->type == PLAYER && tmp != this)
1046 {
1047 /* If a container that the player is currently using somehow gets
1048 * removed (most likely destroyed), update the player view
1049 * appropriately.
1050 */
1051 if (tmp->container == this)
1052 {
1053 flag [FLAG_APPLIED] = 0;
1054 tmp->container = 0;
1055 }
1056
1057 if (tmp->contr->ns)
1058 tmp->contr->ns->floorbox_update ();
1059 }
1060 1103
1061 /* See if object moving off should effect something */ 1104 /* See if object moving off should effect something */
1062 if (check_walk_off 1105 if (check_walk_off
1063 && ((move_type & tmp->move_off) 1106 && ((move_type & tmp->move_off)
1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1067 1110
1068 if (destroyed ()) 1111 if (destroyed ())
1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1070 } 1113 }
1071 1114
1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1074 if (tmp->above == tmp)
1075 tmp->above = 0;
1076
1077 last = tmp; 1115 last = tmp;
1078 } 1116 }
1079 1117
1080 /* last == NULL if there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1119 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1120 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1121 map->at (x, y).flags_ = 0;
1084 else 1122 else
1085 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1086 1124
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1126 update_all_los (map, x, y);
1124 } 1162 }
1125 1163
1126 return 0; 1164 return 0;
1127} 1165}
1128 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1129/* 1190/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1132 */ 1193 */
1133object * 1194object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1196{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1198 {
1138 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1140 } 1201 }
1141 1202
1142 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1143} 1204}
1144 1205
1163 * just 'op' otherwise 1224 * just 'op' otherwise
1164 */ 1225 */
1165object * 1226object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1168 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1232
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (!m)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184 1234
1185 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1186 { 1236 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189#ifdef MANY_CORES 1238#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted. 1241 * improperly inserted.
1193 */ 1242 */
1194 abort (); 1243 abort ();
1195#endif 1244#endif
1196 free (dump);
1197 return op; 1245 return op;
1198 } 1246 }
1199 1247
1200 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1201 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op; 1250 return 0;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return 0;
1235 }
1236 }
1237 1251
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1253
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1256 * need extra work
1243 */ 1257 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1259 return 0;
1246 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1247 1263
1248 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1249 */ 1265 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1268 if (object::can_merge (op, tmp))
1253 { 1269 {
1254 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1271 tmp->destroy ();
1256 } 1272 }
1273 op->below = originator->below; 1289 op->below = originator->below;
1274 1290
1275 if (op->below) 1291 if (op->below)
1276 op->below->above = op; 1292 op->below->above = op;
1277 else 1293 else
1278 op->ms ().bot = op; 1294 ms.bot = op;
1279 1295
1280 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1281 originator->below = op; 1297 originator->below = op;
1282 } 1298 }
1283 else 1299 else
1284 { 1300 {
1301 top = ms.bot;
1302
1285 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1305 {
1288 object *last = 0; 1306 object *last = 0;
1289 1307
1290 /* 1308 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1301 */ 1319 */
1302 while (top) 1320 for (top = ms.bot; top; top = top->above)
1303 { 1321 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1323 floor = top;
1306 1324
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1328 top = top->below;
1311 break; 1329 break;
1312 } 1330 }
1313 1331
1314 last = top; 1332 last = top;
1315 top = top->above;
1316 } 1333 }
1317 1334
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1336 top = last;
1320 1337
1322 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1323 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1324 */ 1341 */
1325 1342
1326 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1327 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1328 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1347 * stacking is a bit odd.
1331 */ 1348 */
1332 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1334 { 1352 {
1335 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1355 break;
1356
1338 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1360 * set top to the object below us.
1342 */ 1361 */
1343 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1344 top = last->below; 1363 top = last->below;
1345 } 1364 }
1346 } /* If objects on this space */ 1365 } /* If objects on this space */
1347
1348 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1350 1368
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1370 top = floor;
1353 1371
1354 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1373 */
1356 1374
1357 /* First object on this space */ 1375 /* First object on this space */
1358 if (!top) 1376 if (!top)
1359 { 1377 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1361 1379
1362 if (op->above) 1380 if (op->above)
1363 op->above->below = op; 1381 op->above->below = op;
1364 1382
1365 op->below = 0; 1383 op->below = 0;
1366 op->ms ().bot = op; 1384 ms.bot = op;
1367 } 1385 }
1368 else 1386 else
1369 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1370 op->above = top->above; 1388 op->above = top->above;
1371 1389
1375 op->below = top; 1393 op->below = top;
1376 top->above = op; 1394 top->above = op;
1377 } 1395 }
1378 1396
1379 if (!op->above) 1397 if (!op->above)
1380 op->ms ().top = op; 1398 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1382 1400
1383 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1384 { 1402 {
1385 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1386 ++op->map->players; 1404 ++op->map->players;
1387 op->map->last_access = runtime; 1405 op->map->touch ();
1388 } 1406 }
1389 1407
1390 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1391 * it, so save a few ticks and start from there. 1409
1392 */
1393 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1411 if (object *pl = ms.player ())
1395 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1412 pl->contr->ns->floorbox_update ();
1397 1413
1398 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1421 * of effect may be sufficient.
1406 */ 1422 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1409 1425
1420 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1421 * update_object(). 1437 * update_object().
1422 */ 1438 */
1423 1439
1424 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1425 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1426 { 1442 {
1427 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1428 return 0; 1444 return 0;
1429 1445
1430 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1431 * walk on's. 1447 * walk on's.
1432 */ 1448 */
1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1434 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1435 return 0; 1451 return 0;
1436 } 1452 }
1437 1453
1438 return op; 1454 return op;
1447{ 1463{
1448 object *tmp, *tmp1; 1464 object *tmp, *tmp1;
1449 1465
1450 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1451 1467
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1454 tmp->destroy (); 1470 tmp->destroy ();
1455 1471
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1473
1458 tmp1->x = op->x; 1474 tmp1->x = op->x;
1461} 1477}
1462 1478
1463object * 1479object *
1464object::insert_at (object *where, object *originator, int flags) 1480object::insert_at (object *where, object *originator, int flags)
1465{ 1481{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1482 return where->map->insert (this, where->x, where->y, originator, flags);
1467} 1483}
1468 1484
1469/* 1485/*
1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1471 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1511 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1512 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1513 * 1529 *
1514 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1515 */ 1531 */
1516
1517object * 1532object *
1518decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1519{ 1534{
1520 object *tmp; 1535 object *tmp;
1521 1536
1596 1611
1597/* 1612/*
1598 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1599 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1600 */ 1615 */
1601
1602void 1616void
1603add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1604{ 1618{
1605 while (op != NULL) 1619 while (op != NULL)
1606 { 1620 {
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump); 1636 free (dump);
1623 return op; 1637 return op;
1624 } 1638 }
1625 1639
1626 if (where->head) 1640 if (where->head_ () != where)
1627 { 1641 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head; 1643 where = where->head;
1630 } 1644 }
1631 1645
1632 return where->insert (op); 1646 return where->insert (op);
1633} 1647}
1638 * inside the object environment. 1652 * inside the object environment.
1639 * 1653 *
1640 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1641 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1642 */ 1656 */
1643
1644object * 1657object *
1645object::insert (object *op) 1658object::insert (object *op)
1646{ 1659{
1647 object *tmp, *otmp;
1648
1649 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1650 op->remove (); 1661 op->remove ();
1651 1662
1652 if (op->more) 1663 if (op->more)
1653 { 1664 {
1655 return op; 1666 return op;
1656 } 1667 }
1657 1668
1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1659 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1660 if (op->nrof) 1672 if (op->nrof)
1661 { 1673 {
1662 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1663 if (object::can_merge (tmp, op)) 1675 if (object::can_merge (tmp, op))
1664 { 1676 {
1665 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1666 (client needs the original object) */ 1678 (client needs the original object) */
1667 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1686 add_weight (this, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1687 } 1699 }
1688 else 1700 else
1689 add_weight (this, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1690 1702
1691 otmp = this->in_player (); 1703 if (object *otmp = this->in_player ())
1692 if (otmp && otmp->contr)
1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1694 otmp->update_stats (); 1705 otmp->update_stats ();
1695 1706
1707 op->owner = 0; // its his/hers now. period.
1696 op->map = 0; 1708 op->map = 0;
1697 op->env = this; 1709 op->env = this;
1698 op->above = 0; 1710 op->above = 0;
1699 op->below = 0; 1711 op->below = 0;
1700 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1701 1713
1702 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1703 if ((op->glow_radius != 0) && map) 1715 if (op->glow_radius && map)
1704 { 1716 {
1705#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1708 if (map->darkness) 1720 if (map->darkness)
1780 1792
1781 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1783 */ 1795 */
1784 1796
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1798 {
1787 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1801 * we don't need to check all of them.
1790 */ 1802 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1822 {
1811 1823
1812 float 1824 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1826
1815 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1830 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1849 */ 1861 */
1850object * 1862object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1864{
1853 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1854 { 1866 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1868 return NULL;
1857 } 1869 }
1858 1870
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1872 if (tmp->arch == at)
1861 return tmp; 1873 return tmp;
1862 1874
1863 return NULL; 1875 return NULL;
1864} 1876}
1875 { 1887 {
1876 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1889 return NULL;
1878 } 1890 }
1879 1891
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1893 if (tmp->type == type)
1882 return tmp; 1894 return tmp;
1883 1895
1884 return NULL; 1896 return NULL;
1885} 1897}
1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1963 { 1975 {
1964 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
1965 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
1966 } 1978 }
1967}
1968
1969/*
1970 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1971 * all it's inventory (recursively).
1972 * If checksums are used, a player will get set_cheat called for
1973 * him/her-self and all object carried by a call to this function.
1974 */
1975void
1976set_cheat (object *op)
1977{
1978 SET_FLAG (op, FLAG_WAS_WIZ);
1979 flag_inv (op, FLAG_WAS_WIZ);
1980} 1979}
1981 1980
1982/* 1981/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2025 } 2024 }
2026 2025
2027 if (!index) 2026 if (!index)
2028 return -1; 2027 return -1;
2029 2028
2030 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2031} 2030}
2032 2031
2033/* 2032/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2056{ 2055{
2057 arr += begin; 2056 arr += begin;
2058 end -= begin; 2057 end -= begin;
2059 2058
2060 while (--end) 2059 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2060 swap (arr [end], arr [rndm (end + 1)]);
2062} 2061}
2063 2062
2064/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2102 object *tmp; 2101 object *tmp;
2103 maptile *mp; 2102 maptile *mp;
2104 2103
2105 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2106 2105
2107 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2108 { 2107 {
2109 exclude = exclude->head; 2108 exclude = exclude->head;
2110 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2111 } 2110 }
2112 else 2111 else
2135 max = maxfree[i]; 2134 max = maxfree[i];
2136 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2137 { 2136 {
2138 for (tmp = ms.bot; tmp; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2140 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 break; 2140 break;
2142 2141
2143 if (tmp) 2142 if (tmp)
2144 return freedir[i]; 2143 return freedir[i];
2145 } 2144 }
2200 2199
2201 return 3; 2200 return 3;
2202} 2201}
2203 2202
2204/* 2203/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2206 */
2226
2227int 2207int
2228dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2229{ 2209{
2230 int d; 2210 int d;
2231 2211
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2325 * core dumps if they do.
2346 * 2326 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2328 */
2349
2350int 2329int
2351can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2352{ 2331{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2338 * create clone from object to another
2360 */ 2339 */
2361object * 2340object *
2362object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2363{ 2342{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2365 2344
2366 if (!asrc) 2345 if (!asrc)
2367 return 0; 2346 return 0;
2368 2347
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2348 src = asrc->head_ ();
2372 2349
2373 prev = 0; 2350 prev = 0;
2374 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2375 { 2352 {
2376 tmp = part->clone (); 2353 tmp = part->clone ();
2377 tmp->x -= src->x; 2354 tmp->x -= src->x;
2378 tmp->y -= src->y; 2355 tmp->y -= src->y;
2379 2356
2397 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2398 2375
2399 return dst; 2376 return dst;
2400} 2377}
2401 2378
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2380 * has the same type and subtype match.
2442 * returns NULL if no match. 2381 * returns NULL if no match.
2443 */ 2382 */
2444object * 2383object *
2497 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2498 return link->value; 2437 return link->value;
2499 2438
2500 return 0; 2439 return 0;
2501} 2440}
2502
2503 2441
2504/* 2442/*
2505 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2506 * 2444 *
2507 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2531 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2532 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2533 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2534 * we get this value back again. 2472 * we get this value back again.
2535 */ 2473 */
2536 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2537 field->value = 0; 2475 field->value = 0;
2538 else 2476 else
2539 { 2477 {
2540 if (last) 2478 if (last)
2541 last->next = field->next; 2479 last->next = field->next;
2610 } 2548 }
2611 else 2549 else
2612 item = item->env; 2550 item = item->env;
2613} 2551}
2614 2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2615// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2616const char * 2582const char *
2617object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2618{ 2584{
2585 char flagdesc[512];
2619 char info2[256 * 3]; 2586 char info2[256 * 4];
2620 char *p = info; 2587 char *p = info;
2621 2588
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2590 count, uuid.seq,
2624 &name, 2591 &name,
2625 title ? " " : "", 2592 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2627 2595
2628 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2598
2631 if (map) 2599 if (map)
2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2633 2601
2635} 2603}
2636 2604
2637const char * 2605const char *
2638object::debug_desc () const 2606object::debug_desc () const
2639{ 2607{
2640 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2641 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2642} 2612}
2643 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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